annotate docs/html/sdlglgetprocaddress.html @ 937:1e6366bde299

Date: Tue, 27 Jul 2004 17:14:00 +0200 From: "Eckhard Stolberg" Subject: Controller names in SDL for Windows I'm working on an Atari 2600 emulator for different systems that uses the SDL. Some time ago someone created an adaptor that lets you use your old Atari controllers with your computer through the USB port. Some of the Atari controllers require special handling by the emulator, so it would be nice, if it would be possible to detect if any of the controllers connected to the computer is this adaptor. SDL would allow that with the SDL_JoystickName function, but unfortunately it doesn't work properly on Windows. On Linux and MacOSX this function returns the name of the controller, but on Windows you'll only get the name of the joystick driver. Most joysticks nowadays use the generic Microsoft driver, so they all return the same name. In an old MSDN article (http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/dnarinput/html/msdn_extdirect.asp) Microsoft describes how to read out the OEM controller names from the registry. I have implemented this for the SDL controller handler on Windows, and now reading the joystick name works properly there too.
author Sam Lantinga <slouken@libsdl.org>
date Sat, 21 Aug 2004 03:45:58 +0000
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73 NAME="SDLGLGETPROCADDRESS"
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75 >SDL_GL_GetProcAddress</H1
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82 >Name</H2
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83 >SDL_GL_GetProcAddress&nbsp;--&nbsp;Get the address of a GL function</DIV
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90 >Synopsis</H2
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99 CLASS="FUNCSYNOPSISINFO"
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100 >#include "SDL.h"</PRE
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101 ><P
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107 >SDL_GL_GetProcAddress</B
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108 ></CODE
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109 >(const char* proc);</CODE
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121 >Description</H2
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122 ><P
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123 >Returns the address of the GL function <TT
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126 >proc</I
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127 ></TT
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130 >NULL</SPAN
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131 > if the function is not found. If the GL library is loaded at runtime, with <A
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132 HREF="sdlglloadlibrary.html"
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133 ><TT
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134 CLASS="FUNCTION"
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135 >SDL_GL_LoadLibrary</TT
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136 ></A
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141 >all</I
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143 > GL functions must be retrieved this way. Usually this is used to retrieve function pointers to OpenGL extensions.</P
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144 ></DIV
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150 ><H2
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151 >Example</H2
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152 ><PRE
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153 CLASS="PROGRAMLISTING"
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154 >typedef void (*GL_ActiveTextureARB_Func)(unsigned int);
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155 GL_ActiveTextureARB_Func glActiveTextureARB_ptr = 0;
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156 int has_multitexture=1;
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157 .
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158 .
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159 .
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160 /* Get function pointer */
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161 glActiveTextureARB_ptr=(GL_ActiveTextureARB_Func) SDL_GL_GetProcAddress("glActiveTextureARB");
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162
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163 /* Check for a valid function ptr */
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164 if(!glActiveTextureARB_ptr){
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165 fprintf(stderr, "Multitexture Extensions not present.\n");
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166 has_multitexture=0;
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167 }
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168 .
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169 .
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170 .
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171 .
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172 if(has_multitexture){
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173 glActiveTextureARB_ptr(GL_TEXTURE0_ARB);
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174 .
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175 .
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176 }
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177 else{
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178 .
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179 .
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180 }</PRE
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181 ></DIV
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182 ><DIV
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183 CLASS="REFSECT1"
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184 ><A
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185 NAME="AEN2699"
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186 ></A
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187 ><H2
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188 >See Also</H2
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189 ><P
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190 ><A
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191 HREF="sdlglloadlibrary.html"
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192 ><TT
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193 CLASS="FUNCTION"
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194 >SDL_GL_LoadLibrary</TT
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195 ></A
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196 ></P
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197 ></DIV
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198 ><DIV
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199 CLASS="NAVFOOTER"
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200 ><HR
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201 ALIGN="LEFT"
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202 WIDTH="100%"><TABLE
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203 SUMMARY="Footer navigation table"
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204 WIDTH="100%"
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205 BORDER="0"
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206 CELLPADDING="0"
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207 CELLSPACING="0"
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208 ><TR
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209 ><TD
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210 WIDTH="33%"
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211 ALIGN="left"
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212 VALIGN="top"
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213 ><A
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214 HREF="sdlglloadlibrary.html"
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215 ACCESSKEY="P"
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216 >Prev</A
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217 ></TD
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218 ><TD
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219 WIDTH="34%"
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220 ALIGN="center"
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221 VALIGN="top"
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222 ><A
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223 HREF="index.html"
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224 ACCESSKEY="H"
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225 >Home</A
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226 ></TD
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227 ><TD
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228 WIDTH="33%"
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229 ALIGN="right"
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230 VALIGN="top"
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231 ><A
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232 HREF="sdlglgetattribute.html"
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233 ACCESSKEY="N"
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234 >Next</A
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235 ></TD
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236 ></TR
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237 ><TR
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238 ><TD
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239 WIDTH="33%"
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240 ALIGN="left"
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241 VALIGN="top"
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242 >SDL_GL_LoadLibrary</TD
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243 ><TD
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244 WIDTH="34%"
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245 ALIGN="center"
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246 VALIGN="top"
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247 ><A
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248 HREF="video.html"
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249 ACCESSKEY="U"
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250 >Up</A
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251 ></TD
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252 ><TD
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253 WIDTH="33%"
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254 ALIGN="right"
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255 VALIGN="top"
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256 >SDL_GL_GetAttribute</TD
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257 ></TR
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258 ></TABLE
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259 ></DIV
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260 ></BODY
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261 ></HTML
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262 >